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Post by DarrenGreco on Feb 21, 2022 20:48:08 GMT -5
Hey folks,
Been messing around with 3d modeling as a way to procrastinate from school and thought I'd try importing a custom mesh into the game. I attempted a body top and it did not go well, as you can see:
I'm assuming this is a weight paint issue, but I can't figure out what I did wrong. I used blender 2.76b and did transfer weights from the cloned top of the game following the tutorial on this forum. I did use Maya for the initial meshing because I'm more familiar with it, but rig, cut/geom, and weight paint were all done in blender. It looks fine in blender and S4S (version 3.1.5.6). I realize there is some seam issues with the mesh still but was gonna tinker with those after I figured out why my mesh is rising like a hot air balloon.
Here is the blender file: clicky. Edit: Realized providing the package file might be helpful too: Package
Any help would be much appreciated!
-DG
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Post by mauvemorn on Feb 22, 2022 11:56:01 GMT -5
Hi. The default Transfer weights settings and the whole process in Blender 2.76 is a bit different than in older versions. - make sure both the reference and your mesh are visible and selectable; - select the reference, shift-select the mesh, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total. Also, you need to create and transfer the uv_1 map or the mesh will not morph; - unfold rig, make top visible and selectable; - select your mesh and add a new uv map, name it uv_1; - add Data transfer modifier, choose the reference as Source object, set the rest as shown in the pic (make sure the blue UVs button is enabled), apply;
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